This gives the ability to invalidate some window data and recalculate as needed instead of doing it for each WE_PAINT
This event is called right away when using InvalidateWindowData(), so it may be a good idea to set a bool or similar in the window
or similar and then act on that bool in WE_PAINT instead of doing a lot of stuff in WE_INVALIDATE_DATA as it might be called more than once before WE_PAINT is called
InvalidateWindowData() will not automatically repaint the window, so if you want to repaint it as well, you need to mark it dirty as well.
Made the depot windows use WE_INVALIDATE_DATA to set when to generate the engine and wagon lists instead of at each redraw
It makes no sense to regenerate the list when say using the scrollbar if we know that no vehicle have entered or left the list
NOTE: currently there is a piece of code to generate the list when it's not needed and compare it to the stored list and assert if they mismatch
This check is somewhat slow and kills the whole idea of WE_INVALIDATE_DATA, so it's a short lived one to verify that InvalidateWindowData() is used everywhere where it's needed
This revealed duplicated code like aircraft lists got invalidated twice
Moved invalidation of the vehicle detail window to VehicleServiceInDepot() as it should always be updated when serviced
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
To do this, the player struct contains an array, that contains the count of each engine type that the player owns
Those arrays are updated each time a vehicle is build or deleted and is calculated on load (it's not saved)
It's possible to access the arrays outside of the autoreplace GUI, so feel free to read from them in other patches as well
Now all vehicles are serviced when it's time for service and they are in a depot
This will avoid the goto depot order from ever showing up when in a depot
DestinationID being a union of these types is just hassle without benefit and cannot be handled correctly everywhere because of local lack of information
now vehicles can't be sent to a depot when they are already inside a depot
before they would remember the order and try to turn around when leaving the depot
-Codechange: unified the code for mass goto depot to avoid duplicated code
-Fix: Vehicles already on the way to depots will not be cancelled by mass goto depot (made it really hard to send all vehicles at once)
it's located in the vehicle list screen and does the same as in the shared orders window (send all vehicles in list to a depot)
it will still not inform the player if a vehicle failed to find a depot, so don't take for granted that all of them go
at the depot and leave right away.
To tell the difference the status of stopping vehicles will be in red,
while servicing vehicles will be green.
-Codechange: remove some dead code in CmdSendAircraftToHangar() since it is
conflicting with new functionality. Now p2 means the same for all types
-Codechange: introduced DestinationID, which is in fact an union of several types
Used in Order struct, so no longer StationID is abused for all targets.
Hangars are a big exception, as they use a station-id with GOTO_DEPOT (go figure)
-Codechange: IsValidXXXID now also checks if XXX is really valid, not if the number is within range
Both changes again in preperation of the new mem-pool system, which requires this.
IsValidXXXID is not a bit less pretty, but that will be cleaned up after the new mem-pool system
-Codechange: renamed DeleteDestinationFromVehicleOrder to RemoveOrderFromAllVehicles to reflect his function better
-Codechange: changed the params of RemoveOrderFromAllVehicles, to avoid unneeded variable-creation
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads
Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing
There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
now the new vehicle gets the same number as the old one, completely removing the problem where we could run out of numbers
since we don't have to find free numbers for the new vehicles, autoreplace should be somewhat faster, specially in late games
NOTE: in CmdBuildRailVehicle(), bit 0 and 1 in p2 have been switched to make the meaning of bit 0 consistent with the other build commands. CmdCloneVehicle() is modified to follow this as well